InSomnia - Interviews & New Update

The latest kickstarter update from Studio Mono talks about the game music. The game is close to being funded, and has managed to earn $67,281 of the $70,000 goal.

Music is the spice of life

Greetings, everyone! Today we would like to share a small update about the music in InSomnia RPG, but first we would like to mention that we are really close to reaching the main goal of $70,000! Thank you so much to everyone who has backed the game, and to all who have helped to spread the word so far. We still have 9 days to hit our target, as well as to reach some stretch goals!

How would you best explain InSomnia to someone unfamiliar with the game?

Anatoliy: The Story takes place on a gargantuan, half-deserted space station known as “The Ark” that is slowly making its way toward an elusive planet known only as the “Evacuation Point.” The Ark is inhabited by the descendants of the Nomans, a race of people who escaped their home planet several centuries earlier when it had become uninhabitable due to a cataclysmic conflict between the “Republic of Noma” and the “SORG Regime”. You play as a character who awakens from cryogenic sleep, who, unknowingly, holds the future of humanity in their hands.

What has been the biggest challenge since you’ve been working on InSomnia?

Anatoliy: The biggest challenge was not to stop the development. There were several times where things were not going so well, where we could have given up. So, with that thought, I would definitely say it was about perseverance.

Could you tell us how you feel InSomnia stands apart from other games in the genre?

Anatoliy: From our aesthetics to the setting, we feel that we’re offering something truly unique. Add to this a rich storyline, decisions that affect not only the plot, but the game’s climax, and a team deeply inspired by classic RPGs, means that we’re excited to be creating a game that’ll pay homage to the past while still pushing boundaries.

If you don't have a clear recollection of it, Insomnia is an RPG that was first announced last year when it hit Kickstarter. That first campaign never really got off the ground, but Studio Mono are back for another bite at the crowdfunding apple.

At the time of writing, the game is about $5k short of its Kickstarter goal. Last time they tried to go through this route they pulled the plug after getting just over $5k in total. We asked lead developer Anatoliy Guyduk what had changed this time around?

"The main thing that changed is that we now have a much more clear overview of the project when compared to the first KS campaign. We have a presentation scene and tech demo proving that we're really making our own game engine and showing that the game is more than just vapourware. They don't look too bad, so I think this is a good way for us to prove that we can deal with complicated tasks and of course, that we're capable of building the game of our dreams. Our first campaign had many problems, like the bad start date and really bad copywriting and explanation of what InSomnia should be. We gathered all of our feedback from the previous campaign and we realised our mistakes and decided to work on them more, improve our campaign's message, get some playable concepts together and re-launch."